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Ledenko

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Everything posted by Ledenko

  1. Jobin, lovely mission Is the parachute/dock missing to fit the LES there? I should probably actually complete that LES... techstepman: I'll see what needs fixing and do an upload soon. I'll also split the download into two versions: one with the built-in fairing/decoupler (removing the decoupler is a simple case of modifying the config) and another where the decoupler/fairing is a separate object.
  2. To give a little hint, let's just say things are rolling
  3. Hehe, thanks for volunteering me Banana I might be of use though, making my own crew module has taught me a bunch of do and don'ts of making parts so if you get stuck on something, feel free to give me a shout
  4. I seem to be downloading it off spaceport
  5. Expanding on this just a bit: the first frame of the animation has to be the deployed state, the last is retracted. Animation name can be set in the config. If name is not required, either name it exactly as shown above (names are case sensitive) or define it in the config. If the wheel pretends to be doing ballet, define wheelRotationAxis in config.
  6. You two are sick, sick puppies Yay and congratulations on V1!
  7. I checked the readme and found a force vector setting... I'll play with it when I get a chance. What I've managed so far: Heatshield textured Cosmetic animation for the docking probe (it goes back and forth a little bit) Connection between module and chute/dock parts dewobblified Collision model tweaked so you can attach stuff in front/back/sides without it jiggling about trying to decide when it's level Parachute animation degoofified (edit: actually, degoofifying has been goofed at some stage, I'm not touching it again) Parachute center of mass fixed, nobody noticed, but it's center of mass was waaaaay above the actual model, that's now been fixed by correcting the model's position, no more CoMOffset in config It's minor stuff, but in the grand scheme, it works toward making the module behave better.
  8. Not dead, hopefully soon! I've been meaning to work on this today but we're having major power outages. There is something about parachutes and realchute support though: It's frustrating as heck. I wanted to modify the parachute animation to look a bit less goofy (by separating the canopy models and animating each one separately in Unity) and since the parachute module uses a weird way of playing animations, that took hours to fiddle to being just right. Then came realchute, which does further weird things to the animation (instead of deploying sideways as is usually the case with chutes, the drogues are rotated about 45 degrees along the vertical axis). This means you'll probably end up without realchute drogue support, because I don't have the energy to fight with it any longer or maybe there will be a simplified mesh of some sort.
  9. With a scale factor of 0.1, I had to increase the node coordinate tenfold, so it was in the same place in the end. Visually, it attaches the same that way, except it's completely unstable.
  10. It doesn't explain what Scale factor does nor why you should or shouldn't use it. For example, 44 stock Squad parts have a scale value that's not 1, usually 0.1
  11. Hi guys and gals, I'm making a module with a separate part that's both a parachute and a docking port. I'm not sure why exactly, but the parachute/dock part had scale set to 0.1, so "scale = 0.1" I've always noticed the part tends to wiggle around when it bumps into something, so on a whim, I changed the scale to 1 and here are the results of a simple test: Scenario: deploy the craft upside down and do a roll Scale = 1 Scale = 0.1 The parachute part does not at any point break off, it just wiggles around madly and the command module part actually started doing a little orbit around it. I was under the impression scale only influences the scale reference for use by nodes, CoMoffsets and other things that are set with coordinates. Any idea why this is happening?
  12. Don't worry about my laptop and DRE, I sometimes have time to test things at work but if a business laptop won't run it, I won't complain that much I'll just do testing at home when I get a chance. And you're right about node sizes, I was recalling that joint reinforcement mod and somehow mixed it all up (the mod does use node size as reference for joint strength... at least I hope so, I better not be mixing other stuff as well)
  13. Pretty sure it was the latest - it just lagged this business laptop to death Ugh, the fact the probe extends completely eluded me. I'm gonna keep things simple and plugin free here - I'll only add an animation for retracting it to hide it from view. To add an additional animation would mean having to use firespitter I think? Full realchute support - adding a drogue canopy doesn't do anything to the game if you're not using the plugin except probably needing to edit the config to remove it. I'll try to do this on my own because it's more or less a matter of adding another canopy, but if you're keen on doing it, I'm not stopping you
  14. That's very nice martinezfg11! Looking forward to seeing the finished one Regarding the heatshield, the collision mesh is not as smooth as the CM mesh and it only has 12 sides compared to 24 for the CM, but otherwise follow the outline. That has always been the case, but I did set up connection nodes to clip into it at first to fit the stock large decoupler nicely. The connection between the CM and parachute part is very wobbly though, I'll look intro strengthening that, probably by making the connection nodes larger because I think that's what determines joint strength. Unfortunately I don't personally use DR and I'd test it, but this computer I'm on right now *hates* DR with the passion of a thousand burning suns. This might be a stupid question, but could the entry angle be wrong for this CM? If there's something specific that needs doing, please let me know and I'll add it to my todo, which is currently as follows (IVA todo is separate): - Redo the UV map to improve texture in certain parts, especially the heatshield - add some texture detail to the docking port - add a retracting animation to the docking port probe (to simulate it being removed after undocking, how does that sound?) - strengthen the joint between the CM and parachute part by increasing node size - I've become divorced from the window texture and I'll attempt to replicate the look from the first version, which wasn't so happily white-bright - rotate the collision mesh of the CM to improve surface attachment in cardinal directions (as long as it doesn't create other issues) - adjust the parachute canopy model to look less goofy in the way it attaches and add realchutes support - an exciting development that will be revealed when the time is right! I think there was something else, but I forget at the moment.
  15. Well, there you have it, pretty much anything you can think of has been either made or is in the making Dream chaser has seen some starts, but I don't think anyone currently has plans of finishing one. I could be wrong of course. Also, as much as I didn't like it's aesthetics in the beginning, the shape really grew on me. I'm also still considering an original design derived from other existing designs, but I'm not aerospace designer, I'll see if I can come up with something plausible.
  16. There's a 4 kerbal pod in development, Bobcat's Orion fits a bunch, 7 I think. Then there's probably a Dragon pod that holds more than three. I was considering the PPTS or some sort of a soyuz hybrid but I'm not coming up with anything good.
  17. Good! It was supposed to be it. Seems like a fun modeling challenge so I'll get started on it when KP0110 is finished.
  18. Apart from the engine, the models seem to be simple cylinders sharing a metallic texture. The engine's model itself is Carmics' AIES Orbit II engine, but I don't see that acknowledged anywhere.
  19. Be warned - this is a part pack that's not compiled with part tools, they're .dae models (except for the engine), so don't put it in gamedata and try to load it, the game will load no parts and delete all your existing craft in a save.
  20. I've been tinkering with ideas for what to do after the CM and was toying at work: Does it remind you of a specific craft? Would you be interested in it? Because I think I'd like to try my hand at modeling that (what's on the picture is going straight to trash if I seriously start on this)
  21. Ok, first download with IVA - https://dl.dropboxusercontent.com/u/27552313/kp0110_a6.zip No RPM yet, just a few basic stock props so it's not completely empty. Textures need fixes as well, so this is in no way finished yet.
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